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Girtablilu SeerCreature 12


NLargeBeast
Source Pathfinder Bestiary 3
Perception +25 (darkvision, tremorsense (imprecise) 60 feet)
Languages Common, Girtablilu
Skills Athletics +24, Intimidation +23, Religion +25, Survival +23
Str +6, Dex +5, Con +6, Int +3, Wis +7, Cha +3

AC 33; Fort +22; Reflex +19; Will +25;
HP 210
Speed 40 feet

Pincer One Action +24 (+20, +16) to hit (agile) 3d8 + 12 Bludgeoning
Stinger One Action +24 (+19, +14) to hit (reach 10) 3d6 + 12 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Divine Aegis Reaction (abjuration, divine)

Trigger The girtablilu seer attempts a saving throw against a magical effect but hasn't rolled yet


Effect The seer summons divine energy to protect themself at the cost of their other magical defenses. Until the start of their next turn, they gain a +1 circumstance bonus to saving throws against non-divine magical effects and a -1 circumstance penalty to saves against divine effects.

Effect: Divine Aegis

Constrict One Action

3d8+6 bludgeoning, DC 24 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Desert Stride

A girtablilu ignores natural difficult terrain in the desert.

Girtablilu Venom (poison)

Saving Throw DC 30 fortitude


Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Enfeebled 1 (1 round)

Stage 2 3d6 poison damage and enfeebled 1 (1 round)

Stage 3 3d6 poison damage and Enfeebled 2 (1 round)

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Spontaneous Spells (DC 33, +25 to hit)

Cantrips (6th Level): Daze, Detect Magic, Forbidding Ward, Guidance, Read Aura
1st Level (3 slots): Create Water, Harm, Heal, Purify Food and Drink, Sanctuary
2nd Level (3 slots): Augury, Calm Emotions, Create Food
3rd Level (3 slots): Dream Message, Glyph of Warding, Neutralize Poison, Sanctified Ground
4th Level (3 slots): Divine Wrath, Freedom of Movement, Outcast's Curse, Remove Curse
6th Level (3 slots): Blade Barrier, Spirit Blast


The highest position of authority in a girtablilu community is the group's religious leader. This sacred duty requires years of study, meditation, and dedication to awaken a mystical font of divine magic within the girtablilu. These seers ensure that every action taken by the community falls in line with even the most obscure dogma of their tradition, and they don't hesitate to turn their fury on members of their own community who violate their mandates.


Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory.

Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. Instead, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert's shifting sands.

Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. A few even proudly share their beliefs with others, eager for the opportunity to preach to someone new. But girtablilus show no mercy to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith.

Girtablilus are skilled fighters who keep trained giant scorpions as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu's physical prowess-or their deadly venom.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.